Rares and Adventurers, an open discussion
Posted: Sat Dec 08, 2012 12:01 am
Here are a couple of things that popped up during my last run. I'd like to submit these for just general discussion.
1) No rares in the Blighted Ruins
I don't think it's right to have rares in the 4th level of Blighted Ruins. Three reasons:
a) The Half-finished Bone Giant is already a pretty powerful boss that will pose a significant threat to many of the less OP classes. He becomes especially dangerous if he teams up with a powerful rare, such as a Solipsist or Archmage.
b) The player doesn't have the chance to go to a store and stock up on things that complement his/her weaknesses before facing boss and possible rares. This is an advantage that virtually every other race and class has.
c) A player should be able to reach the first boss without having to deal with rares, but not more. As far as I know this was why the rare-free number of levels is three. This argument doesn't apply to the Blighted Ruins - you can't "go away and deal with the boss another time".
2) Opt-out Adventurer Parties
More and more, I come to the conclusion that the adventurer parties as they are implemented now do not fit into ToME's concept. The main problem lies in the fact that there is no reliable way of avoiding them, so sometimes you do not have the choice to fight them or not. Here are some arguments made against them on the chat recently. I've added some of my own.
a) You can't prepare for them in the way you can prepare for a given dungeon or boss. Yet they are a threat comparable to those.
b) You can't run away - conventional means of escape such as teleport runes do not work on the main map, and once you're in the ambush map, you have to fight your way through the hostiles to reach the exit. Or RoR out and hope that they don't find you while you wait for the recall to kick in. This is only worsened by the fact that you can't leave the ambush map via exit with negative effects on you.
c) Whether you run into them or not is highly random. They might approach you from a dead spot or they might corner you, so you have no chance of avoiding them. This does not provide the player with interesting tactical decisions, it throws him/her into a situation he/she might have avoided, if there had been a choice.
d) Whether a character can defeat them or not is highly dependent on the player's skills/experience and build. Therefore, it should be the player's decision when and if to approach them.
e) The Dark Crypt and Bandit Tunnels -both of which can be quite dangerous if one is not prepared- are random, but allow the player to not go there, a model that I've never seen someone complain about.
f) Most of the players defending the Adventurer Parties seem to like them for their loot and xp. This would not be lost if one was able to decide whether or not to approach a party. I've never seen someone say on chat "Hey, I like being surprised by potentially game-ending enemies!" :p
1) No rares in the Blighted Ruins
I don't think it's right to have rares in the 4th level of Blighted Ruins. Three reasons:
a) The Half-finished Bone Giant is already a pretty powerful boss that will pose a significant threat to many of the less OP classes. He becomes especially dangerous if he teams up with a powerful rare, such as a Solipsist or Archmage.
b) The player doesn't have the chance to go to a store and stock up on things that complement his/her weaknesses before facing boss and possible rares. This is an advantage that virtually every other race and class has.
c) A player should be able to reach the first boss without having to deal with rares, but not more. As far as I know this was why the rare-free number of levels is three. This argument doesn't apply to the Blighted Ruins - you can't "go away and deal with the boss another time".
2) Opt-out Adventurer Parties
More and more, I come to the conclusion that the adventurer parties as they are implemented now do not fit into ToME's concept. The main problem lies in the fact that there is no reliable way of avoiding them, so sometimes you do not have the choice to fight them or not. Here are some arguments made against them on the chat recently. I've added some of my own.
a) You can't prepare for them in the way you can prepare for a given dungeon or boss. Yet they are a threat comparable to those.
b) You can't run away - conventional means of escape such as teleport runes do not work on the main map, and once you're in the ambush map, you have to fight your way through the hostiles to reach the exit. Or RoR out and hope that they don't find you while you wait for the recall to kick in. This is only worsened by the fact that you can't leave the ambush map via exit with negative effects on you.
c) Whether you run into them or not is highly random. They might approach you from a dead spot or they might corner you, so you have no chance of avoiding them. This does not provide the player with interesting tactical decisions, it throws him/her into a situation he/she might have avoided, if there had been a choice.
d) Whether a character can defeat them or not is highly dependent on the player's skills/experience and build. Therefore, it should be the player's decision when and if to approach them.
e) The Dark Crypt and Bandit Tunnels -both of which can be quite dangerous if one is not prepared- are random, but allow the player to not go there, a model that I've never seen someone complain about.
f) Most of the players defending the Adventurer Parties seem to like them for their loot and xp. This would not be lost if one was able to decide whether or not to approach a party. I've never seen someone say on chat "Hey, I like being surprised by potentially game-ending enemies!" :p